Super Mario Run for Mobile

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HarkZero
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Re: Super Mario Run for Mobile

#41

Post by HarkZero » Sat Sep 30, 2017 3:59 pm

whens waluigi

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Kargath
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Re: Super Mario Run for Mobile

#42

Post by Kargath » Sun Dec 24, 2017 3:23 am

For those who are considering it - don't go for the 100% coins. Definitely not worth it. All you get is a bonus level that's over in 1 min, for a couple of hours' work.
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Re: Super Mario Run for Mobile

#43

Post by Marilincarnation » Sun Dec 24, 2017 8:39 am

^I disagree, I thought that going for all coins was extremely fun and rewarding in its own right.

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Re:

#44

Post by I REALLY HATE PRESENTS! » Mon Dec 25, 2017 8:57 am

Random User wrote:
Mon Dec 19, 2016 9:32 pm
I REALLY HATE PRESENTS!, post: 1616555, member: 18119 wrote:It's not the phone aspect (though that certainly is an inferior way to play any action game) so much as the genre, though I'm sure it's the best of its type (but they sure skimped out on stages since most Mario games have 8 worlds).
But then most Mario games are 30-40 dollars.
True, but most Mario games are great. I hadn't tried Mario Run until today but I can definitely say it isn't even close to as good as most games in the franchise. The controls are bad as expected (precision is difficult), but some of the music was surprisingly awful too (Remix 10 sounds like a butchered ripoff of Sonic R).

For speedrunners and collectathon fans it could be a truly good game outside of the controls, but I hate being rushed and typically ignore collectibles. I'm also bored to tears by kingdom building so it's already deleted.

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